Show HN: Tack, a fast lightweight scripting language for games and embedding https://ift.tt/AsQU8JG Hi HN! Tack is a scripting language I've been working on sporadically for the past year or so, and intensely for the past few weeks. It originated out of a desire for something that was like Lua, but with a more familiar syntax, and without some of the other surprises in Lua such as the 1-indexed tables. It's also been a great learning project, and a very satisfying challenge! While the current version is early beta at best, I hope to continue working on it and maybe see some adoption. Despite the relative lack of optimization, I'm very pleased with the performance so far - although I haven't done a huge amount of benchmarking, it seems to be significantly faster than the stock Lua 5.4 interpreter for the quicksort test, and the btrees test (copied from the Computer Language Benchmarks Game). The language is designed for embedding in C++ programs, and is written in C++ more or less from scratch including the handwritten recursive descent parser, and a register-based compiler/interpreter. The only dependency other than the standard library is my C++ adaptation of the khash library used for the object type - a from-scratch hashmap seemed not worth the trouble. Quick code example - more examples in the repo! fn quicksort(arr) { const n = #arr if n <= 1 { return arr } " find the midpoint " let l = min(arr) let r = max(arr) if r == l { return arr } const mid = (l + r) / 2 " split array into upper and lower " const upper = filter(arr, fn(x) { return x < mid }) const lower = filter(arr, fn(x) { return x >= mid }) " recursively sort the upper and lower sub-arrays and join the result" return quicksort(lower) + quicksort(upper) } let A = [] for i in 0, 1000000 { A << random() } let before = clock() let B = quicksort(A) let after = clock() print("Time taken: ", after - before, "seconds") Building requires just cmake and a C++20 compiler - tested with MSVC 2022, g++11 on WSL and Clang 15 on M1 https://craftinginterpreters.com was a great help with implementing closures, as I had gone down a blind alley with my first approach for locating the closed-over variables. However I have taken a slightly different approach towards boxing. As I do intend to use this for some small games myself going forward, there is a standard library already, and plans to expand it. I also intend to release a GLFW-based mini game framework along with precompiled binaries, so hobbyists (and younger relatives!) may use it without needing a full compiler toolchain. I would love if anyone is interested enough to try it out! James https://github.com/PlumeCat/tack May 14, 2023 at 11:39PM
Show HN: StreetComplete, an OpenStreetMap Editor for Humans StreetComplete is an OpenStreetMap[0] editor directed at people who want to contribute and want to do this using their smartphone, without learning how to edit things[1]. It is available as an Android application. It is intended to be used as one walks, with quests appearing as markers on the map. Selecting a marker allows one to answer a simple question. The answer will be added to the OpenStreetMap database, with app handling selecting objects for editing, transforming answer into OSM tags and making edits. OpenStreetMap account is needed to apply edits, but it is possible to start without it, make some edits and login/register later. Note: I am not the main author, but I am one of the active contributors. Github page is at https://ift.tt/2g8lasH and https://ift.tt/3nR9PzS shows what was recently released. [0]OpenStreetMap is a Wikipedia of maps, available on the open licence. This dataset is already used for many interestin...
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